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Sorry for the lack of updates but I have been working on the mission quite a bit
The beta is moving along nicely but there has been a slight break because I needed to go under the limit again to progress. Since I was 500 objects past the limit (which is insane by the way), I am using the MoneyTree technique to go under the limit without removing anything. So far it is working beautifully, I have only a little bit to go.

HB would probably be able to be more specific, as it's been over a year since I worked with it, so I don't remember it exactly. You just rig an object to get a stim when the mission starts, and the result being triggering a list of "create object" that digs directly into the gamesys, each with an x,y,z/h,p,b setting, popping into place exactly like you had placed it with dromed.

Any object can be created this way, as long as it doesn't need to cast shadows, impact pathfinding, (so alot of furniture is out, and things like fences) block vision (so no doors) and have any links attached to it. So loot, household props, crates, debris, small plants, even ambient markers are all fair game.

A rule of thumb is, could you add the object to the mission and everything be fine without optimizing, lighting, running a room database or calculating pathfind? Then you can generate it with a Money Tree.

(We called it a Money Tree because I used a tree as the source/receptron object and it was going to generate all of the loot... plus it was a bit of a big happy impossible deal to be able to go so far beyond the brush limit and still be able to optimize the mission. So now when talking wth HB about his mission, we just use the term "Tree'd". )